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I SOLD MY SOUL FOR A QUARTER
Lucky
Wander Boy
By D. B. Weiss
Publisher: Plume, 2003
(review for The Modern Word,
2003)
If there
is one facet of American culture that can be said to curse and/or plague
the generation now navigating their late 20s and 30s, it is nostalgia.
And not the fleeting, "warm reminder of sunny childhood days spent in
the smiling embrace of friends and family" nostalgia -- this is the
past served up painfully earnest and sincere. This is serious. This
is ponderous. This is religion. This is a graduate thesis on the Smurf
village as communist paradise. This is a grown man outfitting his apartment
with thousands of dollars worth of vintage Transformer paraphernalia.
This is an obsession with pop and pulp far beyond irony. Perhaps most
troublesome, this kind of nostalgia is the comforting embrace of the
familiar. It's looking back without looking forward.
But, as D.B. Weiss seems to be asking -- albeit somewhat half-jokingly
-- in his very strange, largely plotless, hysterically pretentious,
and altogether wonderful Lucky Wander Boy: if this old cultural
detritus that our society at large perceives to be trivial means so
much to so many people, then maybe it's actually more important than
we think?
It's the late 1990s, and Weiss' protagonist, the Palahniuk-esque Adam
Pennyman, is an aimless, selfish, romantically hopeless, and blithely
disengaged individual with only one vague goal in mind: finishing his
academic and philosophical examination of classic video games, the
Catalogue of Obsolete Entertainments. The Catalogueis Pennyman's
bid for greatness and recognition, and also his prescient acknowledgement
of video games as an art form. Pennyman's contributions to the ambitious
encyclopedia are full of the kind of hilariously over-analytical statements
typical of nostalgia obsessives. For example: he sees Pac-Man as the
embodiment of Darwinian theory: "The Pac-Man's insatiable hunger for
dots and Power Pills...suggests weighty parallels, such as the ravenous
hunger for More Life that Darwin saw in all species," and calls it "the
world&'s first metaphysical video game." To Pennyman, Mario -- the hapless
plumber of Donkey Kong fame -- is a Christ figure, his fruitless attempts
to reunite with his captive love a Gnostic quest for redemption in a
fallen world.
It may sound ridiculous, but that's half the point. Pennyman's Catalogue
is written with such conviction that it seems believable, and his precise,
well-rounded intelligence offers more than a few genuine insights. (As
in the above "Mario Illusion," where he realizes that the girl and the
ape have been in collusion all along.) Weiss pulls the neat trick of
making fun of Pennyman's mentality while celebrating the innocence and
weird genius of the games themselves. It makes video games like Frogger,
Double Dragon, and Microsurgeon sound important -- and perhaps they
are. They certainly are special to Pennyman within the context of his
life, and that's about as important as one can get.
Work on the Catalogue leads Pennyman to thoughts of a distinctly
mysterious and rarely played video game from his youth called Lucky
Wander Boy. A surreal and metaphysical adventure seemingly culled from
the combined influence of Bunuel, Borges, and the Old Testament, Lucky
Wander Boy's first stage is an ordinary enough "platformer." For three
consecutive screens, each one more random and arbitrarily nasty then
the last, the hero, Lucky Wander Boy, has to jump around and avoid the
attacks of nefarious creatures called sebiros. After getting
past the third level's "boss," the dread Photo-Sebiro, Stage II opens
up, and it's here that things get interesting. On this stage, the player
as Lucky Wander Boy roams a vast, seemingly endless desert. Every so
often, one of seven random objects appears: a shovel, a briefcase, a
hand mirror, a red dress, an axe, a screwdriver, or a baseball cap.
Although none of these objects seems to have any practical use, they
may be picked up and stored in an inventory. Occasionally strange little
characters called mekus bump into Lucky Wander Boy, sometimes
stealing an item, sometimes adding one to his collection. Meanwhile,
the player continues to wander the desert, which slowly cycles from
a calming beige color to a featureless white. Sometimes you fall off
the edge of the world, and sometimes not.
Although the purpose and point of Lucky Wander Boy are elusive, its
overall symbolism is blatantly obvious, and it comes as no surprise
to discover that Stage III is something of an unattainable goal, a level
more discussed than ever actually achieved. Sadly, Pennyman has only
succeeded in reaching the legendary third stage a single time -- but
before it could be revealed in its entirety, the game was unceremoniously
unplugged by an arcade owner tired of its poor financial performance.
A relentless, self-aware inscrutability and seemingly limitless
possibility are what most intrigue Pennyman about Lucky Wander Boy.
Indeed, the fact that the game on the surface appears to have no meaning
whatsoever draws him in deeper, and only enhances his already vast,
enveloping sense of wonder with the game. At one point, Pennyman describes
how he felt when seeing his friend Nixon frustrated by the game's enigmatic
-- and uncommonly frustrating to the less intellectually patient --
aesthetics:
I felt a glee akin to what I would feel the first
time I saw Duck Soup and realized that this movie knew it was a movie,
or saw page twelve of issue #19 of Animal Man, where the title character
gawked at me wide-eyed from a splash page and said, "I CAN SEE
YOU!" -- but the joy of Lucky Wander Boy was more pristine,
because it came first. Back then, I harbored an inchoate version of
a suspicion I still harbor today: that the intrinsic value of a thing
is directly proportional to its initial incomprehensibility, and that
things worth knowing often cloak themselves in hall-of-mirrors absurdity
to scare off dabblers and those seeking choice small-talk nuggets.
What Nixon saw as cheating, I saw as an invitation to confront, to
decode a game that did not progress but unfolded, brimming with occult
details, promising a revelation for which Pac-Man's mysterious
off-screen tunnels were just a coming attraction.
This gleeful "invitation-to-confront," and reverence for the immediately
incomprehensible informs much of Weiss' book, which references postmodern
classics in a playful swirl of allusions, from Finnegans Wake
to Gravity's Rainbow. While Weiss' own writing style remains
highly readable, he takes obvious delight in occult details and Borgesian
tricks, including literary in-jokes, alternate story branches, and the
deadpan inclusion of a fictional book-within-a-book penned by a Chinese
torturer.
After moving in with Anya, his beautiful but somewhat bemused and concerned
Polish girlfriend, Pennyman gets a copywriting job at Portal Entertainment.
Built on the wild success of the Eviscerator video game/film franchise,
Portal is a "network of celebrity fan sites, movie fan sites, online
games and Flash-animated Web shows"; meaning, any sort of property or
Web trend that Portal's young, energetic, megalomaniacal founder, Kurt
Krickstein, can get his hands on and exploit through the use of "synergy."
Like a hungover sequel to Douglas Coupland's Microserfs, Portal
-- not to mention Pennyman's experiences there -- comes as one of Lucky
Wander Boy's most welcome surprises: a cynical, satirical, and sadly
accurate encapsulation of the dot-com industry during the mid to late
90s. A Web company run on investment and empty promises, led by a charismatic
but largely irresponsible huckster, Portal painfully captures the heady
world of the dot-com era, with all its enthusiasm, potential, ambition,
greed, futility, uselessness, and inevitable disillusionment.
Serendipitously for Pennyman, one of the properties Portal has licensed
the rights to is Lucky Wander Boy, and through some not-so-sly persuasion,
Pennyman gets assigned the task of developing the script for the Lucky
Wander Boy feature film. A draft already exists, but it's an uproarious
amalgam of unimaginative and ham-fisted Hollywood cliches. Typically
for Tinseltown, it's as far away from the spirit of the game as one
can get.
Through his sporadic work on the license, Pennyman comes into contact
with Araki Itachi (Japanese for "weasel"), the beautiful and enigmatic
mind behind Lucky Wander Boy. Unfortunately for the imperious Krickstein,
Itachi has "Meaningful Consultation Rights," and must approve of anything
to do with the property before it moves forward. Much to the chagrin
of the increasingly distant Anya -- and to the increasing fascination
of Pennyman's like-minded video game addict, co-worker, and lover, Clio
-- his unnatural preoccupation with Lucky Wander Boy, and its creator,
is growing. How does one access Lucky Wander Boy's third stage? What
really happens when you get there? And what exactly does the game mean?
The quest to answer these questions becomes Pennyman's reason for living,
and constitutes much of Lucky Wander Boy, the book.
As Weiss' narrative meanders along, it becomes clear that yes, he is
commenting on a range of topics such as the dot-com era and the role
of nostalgia. But perhaps just as importantly, in Pennyman Weiss astutely
shows the beginnings of the Japanese pop culture invasion now holding
America's youth in its shrill, bug-eyed, energetic grip. Starting with
a smattering of marginally watched television shows in the 1960s and
70s (Astro Boy, Speed Racer, Star Blazers, Battle
of the Planets, etc.), and continuing slowly to grow in notoriety
throughout the 80s and 90s (Nintendo, Transformers, Akira, Pokemon,
Yu-Gi-Oh), it's arguable that Japanese pop culture -- as expressed in
manga, anime, and video games, in particular -- is the most popular
and influential form of entertainment in the United States right now.
In some ways, Pennyman (and perhaps Weiss himself) may be seen as an
early version of the otaku: an individual overwhelmingly obsessed
with Japanese pop culture, especially anime and manga. In Japan, otaku
has more negative and creepy connotations. Derived from the word for
"home," the Japanese otaku is an obsessive, a fanatic who lives
nearly in a state of self-imposed exile from society, and to a certain
extent, reality.
Although Pennyman's obsession with Lucky Wander Boy never quite isolates
him as a shut-in, and he rarely makes direct references to anime, his
obsession is certainly otaku in nature, and his Catalogue entry
"On Geeks" is one of the funniest, most insightful diatribes on the
subject I've seen. (A clue to his obsession is provided by Weiss himself,
who names Itachi's fictional company Uzumaki. Japanese for "spiral,"
it's also the title of a manga and subsequent film about obsession and
the annihilation of the self.)
Aside from video games -- which Japan has cornered the global market
on for decades -- Pennyman frequently references Japanese history, language,
philosophy (Hagakure: The Book of the Samurai), literature (Yukio
Mishima, Kenzaburo Oe, Kobo Abe), film (Takeshi Kitano, Takashi Miike,
Kwaidan), and eventually, perhaps inevitably, develops an unhealthy
erotic fixation on a Japanese woman, Araki Itachi. Imagining her as
the source and very embodiment of Lucky Wander Boy's elusive mysteries,
he soon becomes convinced that he's her lone champion. Rewriting the
Hollywood script as a Beckettian parable, an increasingly unstable Pennyman
embarks on a quest to meet the creator face to face, convinced that
Stage III is almost at hand: "I am waiting for you, Lucky Wander Boy!"
Of course, at the core of the book's goofball main character and mad
rush of American and Japanese culture isn't twenty/thirty-something
angst, dot-com trauma, or even I'm-so-bored-with-the-U.S.A. sentiment,
but something more distinctly and resoundingly human: the search for
identity. And it's to Weiss' credit that he explores this age-old, psychological
journey with sharp intelligence, wry cynicism, and surprising poignancy.
I remember them: the machines. Their mysterious names and beautiful,
garish illustrations promise fun, adventure, escape. They stand many
feet above my tousled head, but I can still see the screen. I can still
use the controls. I can still play. The quarter slides into the slot
with a distinct, rattling, "ka-chunk." The spare but melodic
electronic music starts. The machine bursts into life. Colorful graphics
light up my eyes, and it's magic.
© 2003 Andrew Duncan | All rights reserved | Do not reproduce
without expressed consent of author.
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